[![enter image description here][1]][1]I want to create a unity program where I'm able to provide a 3D model of the hand on the screen based on the input from a camera. I'm using HandPoseBarracuda for detecting and obtaining the position of the hand in real-time. Is there any way to access the skeletal points of the rigged model through the C# code in Unity?
How can I map the position to the rigged model? [1]: https://i.stack.imgur.com/IHa3X.png
I looked at the code now. joint balls and bones are updated in the Animator game object's attached script HandAnimator.cs in LateUpdate() function.
you can simply get a list of all ball positions in the loop like this.
Finally select each position you want in the list and update your special object's position with the selected position.